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Fixed battle replay

This commit is contained in:
Ivan Savenko
2023-09-05 17:22:11 +03:00
parent 8bdddd1324
commit 1f1f978328
11 changed files with 110 additions and 34 deletions

View File

@@ -254,12 +254,15 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !si->turnTimerInfo.isBattleEnabled())
if(!si || !gs)
{
assert(0);
return;
}
if (!si->turnTimerInfo.isBattleEnabled())
return;
ui8 side = 0;
const CStack * stack = nullptr;
bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
@@ -279,6 +282,7 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
return;
const auto * state = gameHandler.getPlayerState(player);
assert(state && state->status != EPlayerStatus::INGAME);
if(!state || state->status != EPlayerStatus::INGAME || !state->human)
return;